// Kony

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "BaseMagicCircle.generated.h"


/*
 * 基础魔法阵类 用于创建跟随鼠标的魔法阵效果 ， 比如释放技能时 显示魔法阵提示，点击释放陨石 或者 地刺等范围技能
 */
UCLASS()
class GASC_HUANLING_API ABaseMagicCircle : public AActor
{
	GENERATED_BODY()
	
public:	
	ABaseMagicCircle();
	virtual void Tick(float DeltaTime) override;
	//魔法阵贴花
	UPROPERTY(VisibleAnywhere)
	TObjectPtr<UDecalComponent> MagicCircleDecal;
	//是否旋转法阵
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="MagicCircle")
	bool bRotateMagicCircle = false;
protected:
	virtual void BeginPlay() override;

};
